Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);
}
- shdata.uniform3_array("sample_points", n, &sample_points[0].x);
+ shdata.uniform3_array("sample_points", n, &sample_points[0][0]);
shdata.uniform("n_samples", static_cast<int>(n));
}
renderer.set_texture("rotate", &rotate_lookup, &nearest_sampler);
renderer.set_shader_program(&occlude_shader, &shdata);
+ renderer.set_pipeline_key(this);
renderer.set_framebuffer(&occlude_target.get_framebuffer());
renderer.clear(0);
quad.draw(renderer);
+ renderer.set_pipeline_key(this, 1);
renderer.set_framebuffer(out_fbo);
renderer.clear(0);
renderer.set_shader_program(&combine_shader);